Search found 2995 matches

by psycopathicteen
Fri Jun 25, 2010 9:18 am
Forum: SNESdev
Topic: Undisbeliever's website
Replies: 6
Views: 4091

Undisbeliever's website

What ever happened to Undisbeliever's website? It hasn't been up for months. Is there any message boards out there besides Undisbeliever's website that specializes in Snes homebrew development, that is active?
by psycopathicteen
Thu Jun 24, 2010 5:00 pm
Forum: General Stuff
Topic: What do you spend a longer doing, programming or optimizing?
Replies: 17
Views: 5458

Lately I've been doing a lot of bug trapping, since my dynamic animation engine reqiures a lot of rearranging code.
by psycopathicteen
Thu Jun 24, 2010 7:33 am
Forum: General Stuff
Topic: What do you spend a longer doing, programming or optimizing?
Replies: 17
Views: 5458

With bug fixing in a separate catagory:

90% bug fixing
9% programming
1% optimizing

I'm surprised everybody else takes longer optimizing than bug fixing?
by psycopathicteen
Wed Jun 23, 2010 2:39 pm
Forum: General Stuff
Topic: What do you spend a longer doing, programming or optimizing?
Replies: 17
Views: 5458

What do you spend a longer doing, programming or optimizing?

I spend about 99% programming, 1% optimizing. Is this normal for most people? What is your programming to optimizing ratio?
by psycopathicteen
Mon Jun 21, 2010 3:46 pm
Forum: General Stuff
Topic: Does "pushing the limits" only refer to graphics?
Replies: 16
Views: 5657

When will somebody fix the title of this thread? Change "grap" to "graphics" please!
by psycopathicteen
Mon Jun 21, 2010 1:34 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 8747

I would like to take a break, but there's just not enough going on in the Snes homebrew scene to entertain me, while I'm taking the break.
by psycopathicteen
Mon Jun 21, 2010 12:42 pm
Forum: General Stuff
Topic: Does "pushing the limits" only refer to graphics?
Replies: 16
Views: 5657

I disagree. Games NEED graphics to be fun - just compare how fun is a text-based-adventure RPG and an actual RPG with graphics. How many old crappy atari 2600 games are fun ? Okay some people will probably say the like them, but personally I don't like much any pre-NES games, and in fact it's one o...
by psycopathicteen
Sun Jun 20, 2010 5:31 pm
Forum: NESdev
Topic: Mega Man 4 and MMC3
Replies: 60
Views: 18772

That looks like an interesting trick in Buck O'Hare. Is the background layer on the right the real background, while the layer on the left the fake? I think they used spiked sprites to cover up scrolling glitches.
by psycopathicteen
Fri Jun 18, 2010 2:28 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 8747

I have the time restriction of how long can I program before I'm all bummed out, and you can probably tell from my most recent posts, I have reached that limit. Here's an early version of the dynamic animation source code. At address $7f8000 there is a sprite table with 40 16x16 sprites organized li...
by psycopathicteen
Fri Jun 18, 2010 9:29 am
Forum: General Stuff
Topic: Does "pushing the limits" only refer to graphics?
Replies: 16
Views: 5657

Does "pushing the limits" only refer to graphics?

I can't think of any reason why "pushing the limits" have to be exclusive to just pushing the graphical limitations. What about pushing the limits of fun? Making the most fun game you can make for a particular system. The graphics are there for the purpose of visual representation of game ...
by psycopathicteen
Fri Jun 18, 2010 8:06 am
Forum: NESdev
Topic: Mega Man 4 and MMC3
Replies: 60
Views: 18772

If the Snes had more than 2 hardware background layers, why was 2nd layer collision used way more on the Nes?
by psycopathicteen
Thu Jun 17, 2010 3:28 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 8747

I honestly find the vast majority of Snes games to be neither impressive nor fun. The old "it doesn't matter what it looks like, just as long as it plays good" statement doesn't help. It could've been a lot better than it was, and this is why I got into homebrewing.
by psycopathicteen
Thu Jun 17, 2010 9:43 am
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 8747

Just so you know, I'm not just making this dynamic animation engine for my own game, I encourage other people to play around with it, and see what other people could do with it. I'll post the source code when I'm ready, and I expect others to implement it in their own game engine. It will make me ha...
by psycopathicteen
Tue Jun 15, 2010 10:56 am
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 8747

I have a better idea. Only spawn and kill enemies on even frames. On even frames, upload first 5kB of patterns to backbuffer. On odd frames, upload second 5kB of patterns to backbuffer and switch buffers. Since this method causes the pattern table to lag 1 frame behind the oam, I will program a 1 fr...
by psycopathicteen
Mon Jun 14, 2010 7:06 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 8747

I just noticed something I overlooked. 6k dynamic sprites wouldn't work with 128 oam sprite entries. It would work with 48 oam sprite entries, but not 128. I guess I'm going with 5k so I can dma the entire oam and still have time for scrolling and other stuff like that. At first using 30 fps animati...